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Valve has once again updated Counter-Strike: Global Offensive. Today's update also features the addition of a spectator UI in time for ESWC North American qualification.
As suggested by Salvatore "Volcano" Garozzo, Hidden Path Entertainment has added a spectator UI featuring health and armor bars, active weapons and more.
Furthermore, a new addition is Garozzo's suggested X-ray vision which only works in spectator mode, allowing viewers a better idea of a how a certain round will play out. Dead players can also see their teammates through walls.

CS:GO's newest update adds X-ray vision to spectator modes
There was also a long list of other updates, including ones for footstep sounds and penetration while spamming. Below are the release notes for 30th August 2012 CS:GO update:
[ Gameplay ]
- Adjusted footstep volume fade out and maximum audible distance to match source/1.6.
- Increased default Casual match length to 15 rounds.
- Fixed an issue that caused the AWP to zoom to the wrong level after reloading.
- Tuned flinch aimpunch values.
- Fixed a bug in the penetration code that incorrectly determined the exit spot as being not solid when it was which allowed penetrating much further than it should have.
[ UI ]
- Added x-ray vision of own teammates for dead players.
- Added new spectator UI that shows both team’s active weapon, player name, health, armor, etc, when spectating a 10 player match.
- Added a new convar "sv_competitive_official_5v5" that:
o Forces a match to display 5v5 scoreboards regardless of maxplayers setting ( Allows setting maxplayers to 12 to allow spectators into a 5v5 match ).
o Allows connected spectators to see both teams in x-ray.
- Added support for international characters in play with friends lobby chat.
- Fixed an issue that caused the mouse cursor to reset its mouse position when clicking on the UI when the window didn't have focus.
- Fixed being able to open the radio menu when you were an observer.
- You can't toggle the scoreboard in half-time now
- Fixed the scoreboard win animation firing before the scoreboard was told to come up in the end match state and was usually missed
- The countdown timer now flashes prior to the start of a match.
[ General ]
- Reduced frequency of polling server console to save CPU.
- Fixed a rare crash when applying decals.
- Significantly improved precision of dedicated server frames to match tickrate.
- Clamped dedicated server fps to match quantized tickrate.
- Fixed two exploits. One that would allow players to see out of smoke with much more clarity than players could see them if they were boosted up while inside the smoke volume. Also made the smoke a tad shorter/smaller. Two, fixed players being able to see through a few trains out of the corner of their screens on de_train and de_train_se. Thanks Volcano.
- Fixed messages in scoreboard overlapping at end match.
- To pass a vote in competitive mode, all eligible voters minus one must now vote yes
[ Community Servers ]
- Fixed cases when values of some convars set on community servers would not correctly replicate to clients.
- Game modes configuration file now specifies cfg files to exec instead of keyvalue pairs of convars to make it easier for server operators to configure their game modes. To tweak game modes it would be sufficient to provide gamemode_competitive_server.cfg and _server.cfg files for other game modes which will exec after stock cfg files.
- Linux: running srcds_run with -autoupdate will now update the server during hibernation, in addition to changelevel.
- Fixed an issue that was limiting connectivity to community servers to only 25 players.
- Deprecated mp_ggtr_rounds_per_half. Use mp_maxrounds instead.
- Changed timelimit matches to stop at round end instead of exactly when the limit expires.
The new spectator UI will be in use right away as the North American ESWC qualifier takes place this weekend in Seattle. What do you think about the updates? Leave a comment below.
I have been playing CS since beta 3, I think I am entitled to thinking Valve is doing a good job with the latest additions to CS:GO.
Post edited 2012-09-08 21:07:53
I'm used to telling whether I've killed someone by seeing the green flash of money in the corner - in order to switch targets accordingly (or stop shooting altogether). Or are the death animations so distinct that you know someone's dead the instant you kill him? Thanks.
nomad tell us the truth
one of the best characters in Entourage
https://www.youtube.com/watch?v=rDpiwlC_ye8
Post edited 2012-08-31 13:21:25
I top 130, I think his computer is messed up!
and because of the drops you get lag. sometimes it drops from 300fps to 150 like in 1sec and it makes it lag.
and changing resolution or graphic doesnt make any fps improvements. its same do you play with low graphics and all turned off and 640x480resolution or with all high settings and 1980x1080 you get still same fucking fps and same fucking fps drops so its because of the game not because someone is running bad computer. my computer is i7 with gtx285 graphic card and even that makes the game lag so the game has some issues to be fixed and im serious about this.
Post edited 2012-08-31 15:15:41
The game had FPS issues in its beta stage, but as soon as the game released, those were all fixed. Either 'everyone you know' has a crappy ass PC, or you're just trying to make CS:GO look bad.
It's a great update and I'm really impressed by Valve/HPE this time around. Time to fix maps, money system and add a TV client.
valve/hpe have already made it clear they don't plan on changing the maps afaik, so it's up to community members (e.g. brute) to do it - his de_mirage_csgo is great, if only he could re-make all maps similarly (he's currently working on de_tuscan_csgo).
Like you say though, the money system is horrendous as some guns are overpowered (SMGs) and if you win the pistol round you could be at $10k+ before the buy round if you get a kill or 2 with them!
TV Client will surely come as it can't be hard to implement but it looks like they are holding up their end of the bargin with spectator modes so be patient and it'll all happen. I think some guys underestimate how much Valve/HPE are actually interested in suceeding in making a competitive game, they just dont want it to be like the old versions.
But they are also tweaking the game for competitive play. They could also update the game for the competitive mode only with the money system etc.. A lot of the updates have little value to anyone new so it must be competitively beneficial. Like sound... no one playing public cares about sound :D
Do you think creating remakes of all the other maps (inferno, dd2, nuke etc.) in the same style would be taken use as official maps, as people are currently getting used to the new maps?
Post edited 2012-08-31 13:08:14
I'm sure you guys have talked this topic to death in the pro forums but I think there is something to be said about this being a method of balancing out guns and I really think it would be a shame if HPE reverted back to a $300 across the board system.
The AWP kill reward of $50 is harsh and perhaps it should be $100 or $150 but the sentiment makes sense, its everything else that doesn't. The popular guns that are obviously powerful and bound to be used by the majority should have lower kill rewards while more difficult guns should have higher kill rewards to encourage players to use them and reward the players that become competent with them.
Maybe in the competitive scene, we'll see a guy like Markeloff master landing headshots with the Scout instead of just choosing the AWP because the Scout offers a better kill reward and it benefits the teams economy more. Maybe we'll see a guy like carn asking a guy f0rest to buy a Five Seven instead of a Deagle on their eco round to retain his money because hes confident that f0rest can land a few kills and possibly turn the round around and possibly put them in a position where they can win better than he could with a glock.
All hypothetical situations so don't read into it too much but the point is, a variable like this could really shake things up and make things interesting for us competitive players and I think it would be foolish to discredit it because its current implementation isn't as balanced as it could be.
no one would ever use a weaker gun and risk losing rounds because the benefits are less.
this is a prime example of something that's a good change for the pubbers but not competitive scene.
mr laurent told me you can change how much money a frag with each weapon gets with server commands though, so consider that fixed.
there's nothing interesting about something so random, how are you supposed to somehow even keep track of another teams money?
We see it all the time in 1.6. Its called the Famas and the Galil. They are competent guns that are cheaper but inferior to the M4 and AK however the appeal is that they can do damage while saving a bit of money. Prior to them, the MP5 was a gun we saw the competitive scene using for a bit. The MAG 7 and the Bizon are great examples of guns that fall into that category and with something like kill rewards inclining players to use them, there can be more of a purpose to these guns. I'm not saying kill rewards will be the determining factor, mostly because this game is far too early into its life span for anyone to make that determination, but its an interesting idea that deserves at least a chance.
The difference between 1.6 and CS:GO is that the M4/AK/AWP don't reign supreme. In fact, as an AWPer in 1.6, I think I quite like the Scar better than the AWP. There is not yet a rule that says the M4 is always the better gun than the FAMAS in this game, its mostly preference and kill rewards are the sort of thing that would incline players to experiment and at least try different guns and perhaps make strats around those guns.
there's nothing interesting about something so random, how are you supposed to somehow even keep track of another teams money?
I can see your point that it would get a bit confusing but that would only be an issue if the kill rewards remained as absurd as they are. If the different were between a few $100-$300 instead of something like $50 for an AWP and $900 for an SMG then I think it would make more sense. If your knowledge of the game a few years down the line encompassed knowing that the AWP only gets you $100 per kill while the SCAR gets you $300 then I don't think its hard to keep track of at all. If Quake players can keep track of and do the math for times on red/mega/yellow while running around the map frantically then I think we can evolve to a point where we can keep track of the oppositions money or at least ballpark whether they are saving or buying next round. If anything, variables like this make the game more difficult and ask you to use your brain more often. Its just another skill that we as players need to practice.
The point is, the rules for the guns in CS:GO aren't yet set in stone like they were for 1.6 after a certain point. It would be a wasted opportunity to shoot this idea out of the air when its one of the things that can vary the game up. As a games designer myself, its so easy to sit here and rip apart any new idea but its something else to take a new idea and make it work.
I think what a lot of people forget is 1.6 wasn't and isn't balanced at all and its design was never intended to be competitive but it ended up that way because we found the game enjoyable and we found a way to make it work. If you don't think so then go play Goosemans new game, Tactical Intervention and tell me that guy knew what he was doing with the competitive aspects of 1.6.
From the outside looking in, one of the biggest gripes with Counter-Strike is that we default to a fraction of the available guns because they are clearly the best. There is no depth with which guns we choose, only in how we use them. Look at Quake, almost every gun has a function, look at Street Fighter 4 where literally every character is capable of placing top 8 at EVO. A guy like Dieminion in the SF4 scene is proof that if you give players the tools then they will find a way to use it.
http://www.youtube.com/watch?v=oljmmsxro5U&fea..
Post edited 2012-09-01 17:52:30
why don't you show me 3 examples of matches where teams had money for aks and cols and they stuck with famas and galil (zneel doesn't count)?
please.
Take a reading comprehension class, take the stick out of your ass and don't put words in my mouth you pompous prick.
you said "Maybe in the competitive scene, we'll see a guy like Markeloff master landing headshots with the Scout instead of just choosing the AWP because the Scout offers a better kill reward and it benefits the teams economy more..."
...which is exactly the same as buying a galil/famas instead of ak47/colt to save money - which no one in their right mind would do.
First of all, you're backpedaling. You said that in reference to what I said about the Famas and Galil in your previous reply, not what I said about the Scout. Second, what I did say about the Scout situation was a completely hypothetical situation as per the fact that I said "All hypothetical situations so don't read into it too much" Again, get on those reading comprehension classes, it'll do you wonders.
...which is exactly the same as buying a galil/famas instead of ak47/colt to save money - which no one in their right mind would do.
Here is get_right using a Famas
http://www.youtube.com/watch?v=NTkJ2kRRzpk
Here is Steno using a famas
http://www.youtube.com/watch?v=uEWYuyQU6FI
Oh hey, here is YOU using a galil.
http://www.youtube.com/watch?v=zPSAwnjAw8M&fea..
umadbro?
And yeah, I'm the kind of guy that does get angry when a guy like you who obviously represents this community, which includes myself, acts like an ass hat. Your name is in headlines on the front page of this website, you don't get to be a prick without someone despising you for it.
Post edited 2012-09-01 23:38:46
steno: no pov, can't tell money
me: losing 1-6, $0 money. once again, would never use such a shit gun if i wasn't forced to by bad money situation.
If we go back to the discussion, if handled correctly, kill rewards can be something that the competitive scene has to consider when they purchase a gun. As I said before, it may not be a determining factor but its a variable that you have to consider and I fail to see how that hurts the competitive scene if done with the intention of balancing.
You or I cant say with 100% assurance that this is true or false because the game is only months old but the point is, to chuck that idea out of the window immediately and default to $300 is presumptuous and close minded.
Post edited 2012-09-01 23:53:47
OH WAIT, server settings can already fix it as i just found out last night, so not much more of that bullshit i hope!
Its been said to death in this thread, the M4/AK were obviously better guns than the Famas and Galil in 1.6, so if that were the case in CS:GO, which I cant say with any bit of certainty at this point, then fluctuating the kill reward to reflect that seems like it would make sense.
I think it would be a powerful thing if HPE were the ones to fix this at its default because the relationship between the competitive scene and the developer is important. Just look at Blizzard and SC2 or Id and Quake or Capcom and Street Fighter. They all have much better relationships, which yield more events, more patches, more expansions and content to their games and most importantly, more communication. There is a reason we've been playing 1.6 for over 12 years and its because Valve had no idea how to provide for the competitive community.
I mean, I've been playing CS:GO since day one of the beta and I think its pretty clear that HPE has come a long way into understanding what competitive FPS is. They aren't quite there and the game still needs a few more patches to be considered competitively viable, in my opinion, but its been a huge step forward.
Post edited 2012-09-02 00:15:55
changing a bit recoil, redo maps(train!), fps fixes etc
Anyway I just hope that they don`t overdo it, by making pointless updates just because some players can`t get used to certain aspects in game whose doesn`t really bring down depth of gameplay.
Post edited 2012-08-31 10:02:14
wanna watch hold mouse one
I just hope they fix the "That game session is no longer available" bug, I get that ALL the time when joining community servers, so frustrating. And all that vpk_1010 file differs from the servers bullshit.
I love how CSGO is getting better for all - players, spectators and movie makers!
They will make some millions with CS:GO, while the guy who created this viewer concept won't see any dollars.
But I'm a person who respect the work of others.
Post edited 2012-08-31 12:22:31
Also since the last two years or more almost all game casters use UIs similar to that, which is also similar to spectator UIs in other games.
Gooood :)
oh wait..
nice idea using x ray
Maybe in the future Valve will release an RTS game on par with SCBW. The key diffrence between Valve and Blizzard is that the former is a private company, while the latter is publicly traded.
valve is all for pure business just like blizzard EA games or anything else
they are one of the biggest game compagnies out there and you realy think they would make hundreds of millions each year by beeing a great developer?
You maiby forgot how many bugs there are still left at there old games they never fixed??
Post edited 2012-08-31 13:18:35
but like the guy above said blizzard didnt finish there work, when you dont finish your work.... well you get what i mean.
There is a difference between launching a game with a great idea AND Putting the effort in it to fix all bugs ok ?
Of course there games aren't fully bugged but they aren't taking the money to make it almost perfect.
- recoil
- he grenade takes so long to throw it
- money system is rubish
- P90 what a joke (overpowered)
- crouching
- jumping (its ridiculous)
- a lot of people needs fps commands
- sound system (i didnt try it play after update - maybe its fixed)
- maps
- colours of skins
- skins of some pistols are terrible
- silencers (not that important)
- sounds of guns - some of them are funny
- movement (more like in 1.6 then like in source, cause in source is rubish)
and so on...
Post edited 2012-08-31 12:33:56
recoil, should be fixed in some way a bit
he grenades, use to it, it's not 1.6, it's a new game.
p90, overpowered, true.
crouching, no problem.
jumping, no problem.
fps commands, true.
sound system, obviously need to be fixed, but it was already taken in this update.
maps, will come, the game has 3 weeks.
skins, please...
pistol skins, u kidding? will it affect your game? not, use to it.
sounds of guns, use to it.
silencers, would be nice to add it, true.
movement, it's a new game use to it mate.
crouching? whats the bug with that? its too slow to go crouching mby?
imo the p90 is a good thing but ak47 / m4 kinda guns should have better accuracy when tapping to encounter the p90 overpowering.
jumping is fine although I'd like to have more inair strafing acceleration.
sound system still needs to be fixed so that you rly know when a player is running close to u and when he's far away.
yeah the maps should be remodeled but I think it will eventually be done by brute or some others. I rly count on that.
Skins work fine imo?
Yeah some pistols look HUGE but doesnt rly affect the gameplay so I don't rly mind since I'm a 1.6 player anyway :D
Silencers.. hmm should be added but the m4a4(not the m4a1) doesnt have a silencer as an accessory in real-life and there is no USP in the game either so it would be kinda akward to add a silencer to the p2000/m4a4. (I've always used the silencer on m4a1)
Sounds of the guns are just ok imo since they made them detectable so that u know which gun is firing.. atleast u can hear if its an ak47 or a m4a4(which wasn't like that in the first betas)
BUT HERE IS SOME MORE THAT JUST POPPED IN TO MY MIND:
jumping while almost standstill you shouldnt produce a jumping sound imo..
the radar should have a larger view.
c4 planting should be silent(fucked up when its a 1onX situation..) or atleast it should be SIGNIFICANTLY moderate than it is now.
seein thru smoke with a grenade -bug should be fixed.
moneysystem should be fixed. to get 900 from an smg/shotgun kill? WTF? Imo it should be more like RIFLES 300, PISTOLS/SMG/SHOTGUN 400? KNIFE KILL could be like 900 or something.. mby the pistols might be as high as 500 or so that the eco/anti-eco rounds would be taken more seriously so that the eco players couldnt stack up money with 2-3 kills per eco round.
Post edited 2012-09-01 18:27:15
Why?
Post edited 2012-08-31 16:01:05
Thank god, that was sooooo annoying.. :D
Post edited 2012-09-01 01:53:27
you can clearly see in the picture above^
[X] X-ray [SPACE] Camera
tell me, what do you think X does?
euros.. sigh
Players - can't :/
Though I still maintain that the Source engine is just not fitted for competitive shooters, and this is all just a bold effort to cash in on all the 12-year old CoD kiddies. Or rather, their mommy.
u get the idea..

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